By the way, I meant to put this in the readme and forgot. This plugin can be hard on your frame rate. For those people who do not mind if their game is labeled as modified, I
highly the use of my
fast weapon fx mod. This is based on Scoob's research into how some of the weapons-fire-against-hull effects kills your frame rate. This mod replaces the PPC hull effects with the one for the mass driver, which is very light on your CPU.
The reason I recommend this is because this gunnery plugin fires your weapons at their full refire rate. It also is almost completely immune to game lag. That is, when your frame rate drops, your firing rate doesn't. I won't bore you with the technical details that makes this possible. The upshot is, there are more shots hitting ships, which drops your frame rate, and the firing rate isn't slowing down when that happens, which slows it down more. This is most noticable when you are in a capital ship engaging another.
Thanks to Scoob for discovering the cause of the slowdown. I noticed it when I was testing this plugin originally against Khaak warships, but I didn't twig onto the cause.
@Scoob: About your weapon switching, do note that your ship won't fire Ion Disruptors when there are friendly (ships you own) or neutral (non-enemy ships of other races) within 5km of your ship. The system locks out area-effect weapons in those cases. If you want to take advantage of what I term "weapons of mass destruction", you need to get further away from non-combatants.
The next version (3.1) will have an extensive "override" system where you can override many of the internal settings. Part of this will be ability to force your turrets to use WMDs even when non-combatants are in the area. This probably isn't going to be for a few weeks, though. I want to give ticaki a break - I'm sure he's sick of going over this code.

You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum